Piperbella
New member
Improved player animations sounds nice. It's always funny watching other players walk around. I like those little detail touches. Thanks guys!
It not that it has not been finished. It is that it crashes on PC for me. The version of Unity we are on (2019.1) seems to have Vulkan bugs. Unity 2019.3 is at release candidate stage, so I'm hoping to get my hands on the final 2019.3 this week or next and will be trying Vulkan again.there's an ETA for the vulkan api support? it's just been implemented but never finishedand the alpha 19 will be an addition of things (just that) or a major optimization update?
Monday I made more performance improvements:Microsplat is obviously causing a lot of performance issues with a lot of the user base. At what point do you evaluate its appearance benefits vs the performance hit? A prettier environment is nice, but not at the sacrifice of world entity population an navigation woes. Lack of things like rivers and such that did work in older alphas should also be considered.
The mod does:Very nice. Does that mean we can fiddle with brightness via XML now?
Just because you know someone will say they want it brighter.
Possibly.Awesome, and you'll recall I wasn't fond of the motorcycle's brightness in a18.
Also, since the gyro needs a headlight for its accessories, can it get a 45 degree (or so) down casting headlight for night flights? Most lights don't display very far away, and nights can be so dark now that without a headlight landing or taking off at night can be dicey. (At least i don't see a headlight working on my gyro here.)
Sounds cool, but if we want A19 to not take forever, some of this stuff may need to be A20.I'm more optimistic that we'll see improvements in vehicles with the mods... crippling zombies with the front tongs of the motorcycle comes to mind.
I wouldn't mind those being removed on the base motorcycle though and be added with the mod. Body color choices using masks would REALLY be nice as well though.
What about a debuff that sets players at max encumbrance while a vehicle is in inventory?
That could work too.
Unity is a mostly closed source engine and texture streaming is hidden away.I don't know much about Unity. I just started reading through some things and watching videos.Is Unity so locked down that you can't write your own texture streaming?
I'm getting the impression that Unity isn't very flexible at all. Everything regarding limitations seems to be at the fault of this engine... but usually an engine, or even some framework of anything, can still be extended upon.
Thanks for the reply, faatal. Some things like that you can't just find out on your own easily without getting into it yourself for awhile.Unity is a mostly closed source engine and texture streaming is hidden away.
They are slowly making it more modular and have been working for a few years on a new flexible render pipeline, but the high def pipeline is just leaving beta status and at this point it may be a ton of changes to adapt to it.
I seem to recall someone suggesting an XP % setting similar to the loot % setting we have now. At its minimum setting it would be close enough to satisfy most people.Is there any chance of making Roland's 0XP mod a checkable game option, or at any rate advertising the finding-it-and-setting-it-up path in game somehow?
Now just wait a minute. Your argument changing all tool repairs to repair kits was that repairs were over complicated, and we shouldn't have to lug iron and steel with us to repair them.A nearly identical system will deliver vehicle damage and critical vehicle damage which would be flat tire (drive slow and hard to control), leaky radiator (drive for a minute or so before overheating), bad battery (random won't start with cool down), bad engine (won't run at all), etc. You'll need those parts to repair it, repair kits for general damage. On screen debuffs when you are in the vehicle. Debuff hyperlink system, click the debuff it opens character stats page and highlights the debuff.
Nothing wrong with that at all...that keeps us getting the trickle feed of new content without the ever increasing pressure of a huge update release.Sounds cool, but if we want A19 to not take forever, some of this stuff may need to be A20.
Can it also be toned down a bit? If I understand it correctly, it creates those erosion grooves on hillsides making them difficult to navigate with vehicles. If it's displacement amount could be reduced we would still get more detail in the ground, but not as severe and it would be easier to navigate. I hate those ruts all over the place with a passion, and we can't look at maps while on vehicles to follow roads at night.Monday I made more performance improvements:Added terrain at Lowest or Low quality reduces shader layer blending to 2 or 3.
MicroSplat just needs to be optimized to the point that it is fast enough. I'd rather spend time doing that, then going back to the old terrain and fixing the ugly parts of that.
The shader just calculates pixels. It is not responsible for geometry.Can it also be toned down a bit? If I understand it correctly, it creates those erosion grooves on hillsides making them difficult to navigate with vehicles. If it's displacement amount could be reduced we would still get more detail in the ground, but not as severe and it would be easier to navigate. I hate those ruts all over the place with a passion, and we can't look at maps while on vehicles to follow roads at night.
I'll do a proper announcement on those once we get everything sorted.What are the vehicle mods that you're thinking about adding?
Yeah, this would be nice. Currently there's not much reason to loot POIs such as the Shotgun Messiah factory, unless you just want to get some experience points.I'd like to make it a lot more difficulty/impossible to find firearms the first 10 levels or so. You could find broken ones and salvage the parts to craft one early game.
The main thing is that a broken arm is a significant event and should require a significant action (cast). A vehicle breakdown everyone can relate to and will need something specific for the major events, like nose diving off a skyscraper, such as a new engine or radiator. Those are big events designed to throw the player for a loop. Needing 5 ingredients to repair a basic item isn't good, but once in a while have to find a radiator after I drove wrecklessly non stop? That feels interesting and helps balance vehicles. So we will continue to streamline repair of most things but we want vehicles and criticals to be significant for players.Now just wait a minute. Your argument changing all tool repairs to repair kits was that repairs were over complicated, and we shouldn't have to lug iron and steel with us to repair them.
But now we'll have that same old repair system you hated for tools but in the vehicles instead, and have to lug all of those parts around with us in the vehicles.
I'm not understanding how this makes sense to you but tool repair using thier base forged material did not.
Imho for consistency tools should either need the old repair materials requirements back, or vehicles should just need repair kits. (The former old tool repair system is more in line what you have in mind for player and vehicle repairs.) Repair kits could just be removed, and everything that needs repairs could just require base materials like pistol parts for pistols, or mechanical parts for wrenches.
That would also create a value in finding a low level gun to scrap for fixing your higher level gun, and encourage scavenging for repair parts.
Btw, sounds good to me, as long as everything has consistent systems in place.
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Nothing wrong with that at all...that keeps us getting the trickle feed of new content without the ever increasing pressure of a huge update release.
Sounds amazing. Please, proceed.I have a bunch of paper designs you can all fight over, so I will keep them to myself.
I will say that we have a new critical injury system on paper ready to go. It will work like infection, meaning getting hit with low health and in poor armor will increase chance of getting a critical injury.
Broken arms, Abrasions, deep lacerations, concussions and infection will be delivered via the new crit system and have new unique effects and unique cures. All the new ones will remove 25 max health and heal slowly over time or faster via specific cures, like a broken foot heals faster with a cast.
A nearly identical system will deliver vehicle damage and critical vehicle damage which would be flat tire (drive slow and hard to control), leaky radiator (drive for a minute or so before overheating), bad battery (random won't start with cool down), bad engine (won't run at all), etc. You'll need those parts to repair it, repair kits for general damage. On screen debuffs when you are in the vehicle. Debuff hyperlink system, click the debuff it opens character stats page and highlights the debuff.
No more micro damage from small wounds, no more tiny bandage spam, but more meaningful big debuffs to players from combat trauma. You guys wanted survival, its coming.